But i couldn't stop thinking about it and decided to act upon it and made a small mod showing the changes and some test replays.
The idea: Make titans a melee strike force. Short range + high dps.
So what i changed is this:
- rateOfFire = 6 (instead of 3, so double dps)
- maxRange = 15 (loss of 5 range)
I wanted to test it, but didn't know what is good testing practice ( no sticky post in balance discussion forum that tells me how to test my idea)
I did 4 comparison tests (see replays):
- Mass equivalent Titan vs kiting T3 main bots (so 2 vs harby and othuum and 3 vs percy and brick)
- No mod = all bots win
With mod = both percy and brick are in trouble and die with slight micro - Dropped Mass equivalent Titan vs T3 main bots (so 2 vs harby and othuum and 3 vs percy and brick)
- No mod = bots win except percy (brick draw)
With mod = titans win except vs othuum - 10 Titan vs 25 pillars (little more than mass equivalent in pillars)
- No mod = pillars win with 7 remaining
With mod = titans win with 6 remaining - 10 Titan vs 42 pillars (25 + cost of T3 HQ in units (=17pillars))
- No mod = pillars win with 32 remaining
With mod = pillars win with 31 remaining
So what one could conclude from this horrible testing is that they kick ass vs lower tech but in the long run aren't sustainable as main force since range is king in the end.
These numbers are ofcourse just for quick testing for the viability of the idea. More testing required for better balancing.
+point: Titans need to go close range so they will definetly come in contact with loyalist EMP. So loyalist should counter them quite nicely?
(too tired to also test Titan vs Loyalist)
If you want to do the tests i did, but with some variation, you can use the following textfile in the zip to copy paste the units into the game.